﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/FX_Dot_Circle" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_Value ("_Value", Range(4.0, 32.0)) = 7.0
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _Value;
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }

float4 frag (v2f i) : COLOR
{
	const int size = (int)_Value;
	const float radius = size * 0.5 * 0.75;
	float2 quadPos 		= floor(i.texcoord.xy * _ScreenResolution.xy  / (float)size) * (float)size;
	float2 quad 		= quadPos/_ScreenResolution.xy;
	float2 quadCenter 	= (quadPos + size/2.0);
	float  dist 	 	= length(quadCenter - i.texcoord.xy * _ScreenResolution.xy);	
	float4 texel 		= tex2D(_MainTex, quad);
	
	float4 color = texel;
	if (dist > radius)
	{
		color = float4(0.25,0.25,0.25,0.25);
	}
		
	return color;	
}
			
			ENDCG
		}
		
	}
}